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Sahni Bride-Of-The-SeaCreature 7


UniqueNEMediumAmphibiousHagHumanoid
Source Pathfinder #182: Graveclaw
Perception +15 (darkvision)
Languages Aklo, Common, Iblydan, Necril
Skills Acrobatics +14, Diplomacy +16, Lore +19, Occultism +14, Stealth +16
Str +3, Dex +4, Con +4, Int +6, Wis +2, Cha +6

AC 24; Fort +13; Reflex +14; Will +18; +1 status to all saves vs. magic
HP 120
Speed 25 feet (swim 35 feet)
Weaknesses Coldiron 10

Claw One Action +16 (+12, +8) to hit (agile, magical) 2d10 + 4 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Coven

Sahni adds Acid Arrow, Mariner's Curse, and Water Walk to her coven's spells.

+1 Status to All Saves vs. MagicBride's Bargain (necromancy, occult)

Sahni can make a bargain with a willing creature of sound mind. The creature gives away a special quality-such as its courage, beauty, or voice-or sacrifices a loved one in exchange for a boon or a promise from Sahni. As long as Sahni keeps her end of the bargain, the only way to restore a lost quality is to defeat Sahni or make another bargain for its return. Loved ones sacrificed for Sahni's bargain can't be restored except with Wish, Miracle, or similarly powerful magic.

Curse of Futility Two Actions (curse, emotion, enchantment, fear, mental, occult)

Sahni gazes upon a creature, affecting it with an overwhelming sense that every action it takes is futile; that humiliating failure is their only possible future. The target attempts a DC 25 will save; the target doesn't need to be able to see Sahni.


Critical Success The target is unaffected and temporarily immune to Sahni's Curse of Futility for 24 hours.

Success The target is Stupefied 1 for 1 round and then temporarily immune for 1 hour.

Failure The target is Stupefied 2 for 1 minute.

Critical Failure The target is stupefied 2 for 1 hour and is Doomed 1 as long as it is stupefied.

Scattered Coven

As a scattered coven, the Graveclaw grants Sahni the ability to cast the following spells as 3rd-level occult spells, once per day each, without requiring help from her fellow coven members: Acid Arrow, Curse Of Lost Time, Earthbind, Harm, Mimic Undead, Summon Construct, and Water Walk. If Sahni is the third hag they confront, the coven is broken and she lacks these coven spells.


Divine Spontaneous Spells (DC 25, +17 to hit)

Cantrips (4th Level): Divine Lance, Mage Hand, Message, Prestidigitation, Sigil
1st Level (3 slots): Alarm, Charm, Command, Fear, Mending
2nd Level (3 slots): Animal Messenger, See Invisibility
3rd Level (3 slots): Animal Vision, Crashing Wave
4th Level (2 slots): Bestial Curse, Vampiric Maiden

Scattered Coven Spells (DC 25, +17 to hit)

1st Level: Harm, Summon Construct
2nd Level: Acid Arrow, Mimic Undead, Water Walk
3rd Level: Curse Of Lost Time, Earthbind



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.